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-disabled sniper orders for soldiers w/sniper rifles w/out scopes
-added sight checking for snipers when they turn -removed sniper attitude changes git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@284 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.274" };
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INT16 zVersionLabel[256] = { L"Release v1.13.284" };
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#endif
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#endif
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INT8 czVersionNumber[16] = { "Build 06.06.19" };
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INT8 czVersionNumber[16] = { "Build 06.06.21" };
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INT16 zTrackingNumber[16] = { L"Z" };
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INT16 zTrackingNumber[16] = { L"Z" };
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@@ -130,16 +130,10 @@ void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
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if ( pp->bOrders == STATIONARY || pp->bOrders == ONGUARD )
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if ( pp->bOrders == STATIONARY || pp->bOrders == ONGUARD )
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{
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{
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// 30% of anybody w/a scope and decent range being a sniper, 80% chance of a guy w/a sniper rifle being a sniper
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// 30% of anybody w/a scope and decent range being a sniper, 80% chance of a guy w/a sniper rifle being a sniper
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if ( (GunRange(&pp->Inv[HANDPOS]) >= 40 && IsScoped(&pp->Inv[HANDPOS]) && Random(100) < 30) || ( Weapon[pp->Inv[HANDPOS].usItem].ubWeaponType == GUN_SN_RIFLE && Random(100) < 80 ) )
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if ( (GunRange(&pp->Inv[HANDPOS]) >= 40 && IsScoped(&pp->Inv[HANDPOS]) && Random(100) < 30) || ( Weapon[pp->Inv[HANDPOS].usItem].ubWeaponType == GUN_SN_RIFLE && IsScoped(&pp->Inv[HANDPOS]) && Random(100) < 80 ) )
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{
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{
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pp->bOrders = SNIPER;
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pp->bOrders = SNIPER;
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if (pp->bAttitude == BRAVEAID)
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pp->bAttitude = BRAVESOLO;
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if (pp->bAttitude == CUNNINGAID)
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pp->bAttitude = CUNNINGSOLO;
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DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("Sniper Created") );
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DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("Sniper Created") );
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}
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}
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}
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}
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@@ -1089,11 +1089,15 @@ void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook)
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ActionDone(pSoldier);
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ActionDone(pSoldier);
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if (bLook)
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if ( bLook )
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{
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{
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//HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO); // no interrupt possible
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//HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO); // no interrupt possible
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}
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}
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if (pSoldier->bOrders == SNIPER )
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{
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HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO);
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}
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}
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}
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}
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}
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